WonderKing’s social networks serve as a direct channel where our users can find information about ongoing events as well as up-to-date WonderKing news. We use these channels to communicate with our users in an informal tone, so that we can have a more personal relationship with our fans. Currently, we use Facebook, Twitter, and Myspace as our primary social sites that coordinate information to promote WonderKing.

We have our largest following on Facebook. We held an event during the cooldown period between Closed Beta II and III that encouraged users to bring in their friends to form a fan base in Facebook that is ten thousand strong. Even after said event, our fan base continues to grow. As of right now, there are 11,749 fans. You can also find cool photos of our WonderKing team’s trip to Austin GDC 2009 and screenshots of the first in-game event we held, “The Master of Control Event.” (http://www.facebook.com/WonderKing)

Twitter is quickly becoming the next social phenomenon, and WonderKing is not missing out. We decided to do something unique with Twitter – have our GameMasters (GMs) socialize with the users. We want our users to feel that our GMs are available, even for a short conversation. Currently, [GM]Zabu (http://twitter.com/GM_Zabu) has 662 followers, [GM]Luna (http://twitter.com/GM_Luna) has 394 followers, and [GM]JustWondering (http://twitter.com/GM_JustWonder) has 454 followers. Feel free to drop by for news about WonderKing, or just to have a casual chat with a GM!

Myspace is the newest addition to the various WonderKing social networks. The WonderKing page was formed late September (http://www.myspace.com/playwonderking). In less than a month, our network of WonderKing friends quickly grew to 1309. We anticipate even a larger increase in the number of friends over the next month.

Additionally, we currently have a YouTube channel that we use to display the action in WonderKing. We have ten videos consisting of each class’s moves, a PvP video between two of our GMs, and a riveting compilation video of various WonderKing skills. Be sure to check them out at http://www.youtube.com/user/GMLunaWKO.

WonderKing social networks have been a huge success. The social sites emit a vibrant, friendly environment that welcomes all ages to enjoy themselves and lounge around. Be sure to stop by and say “hello!”

Mages have the two most contrasting skill paths of any character class in WonderKing. One path leads to the most powerful spell caster in the game: the Wizard. The other leads to becoming the most essential member of any group: the Priest.

Initially, Mages get off to a slow start due to their dependence on their mana supply. Their low vitality combined with the mana drain involved in essential spellcasting forces them to drink a lot of positions, and the cost adds up quickly. Furthermore, their lack of combo attacks makes it tough for Mages to hold their ground, especially compared to other classes. However, despite their shortcomings, they are by far the most powerful “area–effect” magic class. Given time, Mages attacks can do status ailments on multiple enemies with a single skill, while dealing devastating damage. They also gain the “Magic Shield” ability that serves as a powerful line of defense, bolstering their current physical armor while converting some of the damage taken into mana. For the patient player, Mages are one of the most rewarding characters in the game.

At level 30, Mages make a major decision; they can either become a dynamic damage-dealer or WonderKing’s best support class. Wizards are masters of elemental magic, while Priests are skilled healers who are essential for successful party play.

Wizards start off fairly simply as they bolster their previous elemental talents. Upon reaching mid-level, their spell arsenal becomes a major force to reckoned with. Gifted in the use of elemental magic, Wizards are able to sprout volcanoes from the ground, summon bolts of lightning from the sky, and launch a legion of ice needles at enemies. These abilities are useful for more than simply attacking foes. The volcanic eruption stops enemies in their tracks, stunned by the fiery boulders that shoot up from the ground. The lightning bolts can shock enemies, while the ice needles push enemies back and freeze them in place. A Wizard excels in burst damage, taking away a chunk of an enemy’s health at once, but the cooldown in their ability forces them keep a safe distance. To keep clear of foes, Wizards have a teleportation ability in lieu of the other characters’ dash. The teleport ability moves the Wizard further than a regular dash, while bypassing all physical obstacles that get in the way. This is a unique feature given only to Mages. Upon reaching level 80, Wizards delve into the realm of dark magic, adding to their already impressive knowledge of elemental manipulation. When they harness the darkness, Wizards earn the right to call themselves Warlocks.

Priests take the opposite approach of Wizards. They have the largest supply of character enhancements with which to bolster their party, as well as curative magic to help their allies stay in combat longer. Priests are indispensable when parties explore a dangerous dungeon. While they don’t deal the most damage, they are not to be underestimated. The Priest is able to launch an exploding Holy Cross from their staff, knocking enemies back multiple times and stunning them in the process. Although the Priest does not boast a great defense, enemies will learn to regret attacking this holy warrior. The Priest can summon a holy bolt, harness it and turn it into armor. This divine might will instantly strike any foe who dares to approach. At level 80, the Priest becomes a Saint. This powerful character is loved by the gods, protected by the divine, and revered as a hallowed being among humans.

The Mage class may suffer at low levels, but quickly becomes a powerful character with highly sought-after skills. Higher level Mages make great partners, filling both destructive and supportive roles. Mages are easy to overlook, but deep down they are a powerful ally and an asset to any battle.

When it comes to the Thief class, there are two ways to play – as a ranged attack-based character throwing ninja stars or as a melee-based character wielding twin deadly blades.

A ranged Thief is able to keep enemies at bay from afar. They are also able to repel enemies by spinning their bodies, creating a tornado that launches enemies in the air. Ranged Thieves don’t mind being surrounded by enemies, since they have the agility required to throw multiple ninja stars in both directions. With the addition of powerful defenses, a clever ranged Thief is a nightmare to any foe.

A melee-based Thief takes chances by diving head-first into hand-to-hand combat. He doesn’t mind rolling the dice, and likes to get up close and personal with his enemies. Playing a melee Thief can be tough, but also very rewarding once you learn to keep your foes at a safe distance. Due to their low health, they are not able to take many hits, but make up for it with their utility skills. After each attack, there is a slight cooldown period for every class. Thief players must not overlook this strategic opportunity. In that vulnerable instant, the thief can hurl sand at their enemy to slow them down. A melee Thief can juggle enemies in the air using a variety of twin blade and kicking techniques. They are, by far, the most nimble class in WonderKing.

Upon reaching level thirty, a Thief has two unique ways to evolve. Ranged Thieves will follow the path of a Ninja, the cunning shadow of the night, whereas melee Thieves prefer the path of the Rogue, the elusive opportunist.

A Ninja has mastered the flow of their inner spirit. They never lose their cool and maintain a focus as sharp as a blade. Ninjas are able to channel fire from their lungs to burn enemies or summon a sphere of pure energy into their palms. The Ninja’s agility allows him to fling explosive daggers that erupt in a fiery explosion. They may also hurl a smoke bomb to disorient their opponents or pass by undetected. At level eighty, a Ninja evolves into an Assassin, the agent of deception and true master of shadows.

The melee-based Rogue is the aggressive phantom of darkness. Fancying themselves as sneering nightmares of the underworld, Rogues enjoy rushing up to their enemies before they have a chance to react. Opponents who strike the Rogue will be met with a sinister grin, because the Rogue has already launched a counter attack. Terrified enemies who attempt to flee will be dragged back into combat by a chain sickle. Frozen with fear, they forfeit their lives to the Rogue’s swift attacks. Rogues are powerful opponents who have mastered the one-hit kill. At level eighty, the Rogue advances to Knave, the poison-wielding, remorseless joker.

The Thief class is one that favors quickness over power, and his fast attacks can add up in a hurry. When mastered, Thieves can seize even the slightest opportunity to counter-attack their enemies and turn the tides of battle.